We should start making â€œreal worldâ€, more like a game. The term she coined for this is â€œReality UXâ€

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1997 Movie – The Game, staring Michael Douglas

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Consumer Recreation Service, their moto is â€œMake your life â€¦ funâ€. A lot of people were inspired by this movie, in year 2001 four different companies started prototyping real world games that were inspired by this movie.

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Reality is broken

68% Americans report playing games in last two week

92% kids under 18 play games every week

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People feel that theyâ€™re not good at their life.

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WoW example

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Lots of people are there to help me. When I wake in the morning, there are not many allies that try to help me, I donâ€™t get constant feedback, missions. I donâ€™t get constant feedback how amazing I am.

The WoW wiki – second largest wiki in the world, just after Wikipedia.

People who edit this wiki feel really smart and produce something of a value to other readers.

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Games work better than reality

1) Better instructions; clear goals and you know when you succeeded, a great framework for when you acomplish things

2) Better feedback; you get sense to be grounded in cause and effect

3) Better emotions;

4) Better community; we agreed to play by the same rules, we buy into methodology of the game etc. Secretly deep down weâ€™re all happy that weâ€™re collaborating.

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â€œWe are witnessing what amounts to no less than a global mass exodus to virtual world and other online gaming environments.â€

â€” Economist Edward Castranova

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Itâ€™s a quality of life problem

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And quality of life is just another way of saying â€œuser experience of realityâ€.

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So what is the future of reality UX?

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In order to see forward, we need to look at least twice as much back, as we want to see to the future.

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3k years ago, the first description of games. Sheepâ€™s knuckles turned into dice.

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What humans crave

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1) Satisfying work to do

2) The experience of being good at something

3) Times spent with people we like

4) The chance to be a part of something bigger

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These four things are hardwired into our human brains.

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Book ideas:

Authentic Happiness – Marting Seligman

Happiness – Richard Layard

Against happiness – Eric. G. Wilson

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Are UX designers in the happiness business?

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A future forecast (2013): the rise of the happiness engineers

Quality of life becomes the primary metric for evaluatingÂ interactive, service, environments, and experiences

Here comes everybody. Clay Shirky – The power of organizing without organizations

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We will harness our cognitive surplus. 100 million mental hours to create Wikipedia. This is 5 days of World of Warcraft. Itâ€™s also 4 episodes of American Idol; alternatively itâ€™s 1 season of American Idol votes.

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We will increasingly operate within an economy of engagement.

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So whatâ€™s important

Reality is broken

Games work better

You, the UX designers, are our best hope if you choose to harness the power of the games.

– IntelliMenu; the menus are too long, we can shorten them. But instead of shorting them we can just hide the things in the menu. But to make it extra tricky to the user, weâ€™re intertwine the showed and hidden. On top of that, the computer learns how to arrange the visible/invisible menu.

Â – Rafting; all the menu items that wouldnâ€™t fit, fell of the screen

– It proved out to not work really well

Word 2002 – 1024×768 (2001) – Toolbars: 30

– Created the Task pane (the right column). Since anyone couldnâ€™t find anything in the menu, they added the things into right column.

Word 2003 – 1024×768 (2003) – Toolbars: 31

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Word 1 – 50 menu items to 300 in the end.

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Menus and toolbars we designed for less full-featured programs. The feature set of Office had grown and stretched the existing UI to full limits.